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device, and are particularly popular when downloaded for free such as Mobile Legends and can
According to Deloitte (2014) report, mobile games represent one of the fastest growing
sectors of the mobile application industry in Europe. Europeans have adopted mobile games,
Similarly, a study conducted by the Entertainment Software Association. (ESA, 2015) stated
gaming has partly shifted from being console and PC-based to being multiplatform and cross-
platform (i.e., video games with an online component allowing gamers to use different
hardware). This study uses data from the Tech Use Disorders (TUD, 2017) project, a prospective
study involving a panel of European adults followed since 2014 exploring problematic mobile
phone use (PMPU) in Belgian and Finnish smartphone users, because these two countries had
not been studied before in such a context (Deloitte, 2015), despite having a couple of the highest
[ITU], 2015).
Similarly, the Global Consumer Survey (Deloitte, 2014) reported that 65% of the Finnish
population had a smartphone, 29% of Finnish smartphone owners played games on their phone
weekly, and the highest penetration was found among 18- to 24-year-old adults.
According to the Finnish Player Barometer (Mäyrä, Karvinen, & Ermi, 2016), the proportion
of Finnish players playing mobile games at least once a month had increased significantly from
Korean and Chinese researchers (Bae, 2017; Jeong, Kim, Yum, & Hwang, 2016; Lee, Chang,
Lin, & Cheng, 2014; Lee, Lee, & Lee, 2016; Liu, Lin, Pan, & Lin, 2016) that there can be a
negative side of smartphone usage, arguing that compulsive use of smartphones can arise from a
person’s individual characteristics and the device’s structural characteristics. First, related to
users, specific psychological traits (e.g., social anxiety and lower self-control), higher stress and
technostress (i.e., distress associated with problematic smartphone use), high frustration and
impatience without a smartphone (e.g., irritation and fear of group exclusion) have shown to be
Based on the study of Liu et al. (2016). PMPU is a multifaceted condition requiring further
research into users’ smartphone activities, including mobile games, as these may contribute to
experiencing problems and addiction-like symptoms (Griffiths & Szabo, 2014), highlighting
another gap in knowledge that this study aims to address. It has also been demonstrated
excessive smartphone gaming can lead to detrimental health effects for a small minority of users,
including depression, anxiety, stress, worse mood, specific personality disorders, and low self-
control.
A study by Roberts, Yaya, and Manolis (2014) surveyed a convenience sample of 164 North
American undergraduates to investigate which mobile phone activities (e.g., playing games and
social networking) were associated with mobile phone addiction, but did not find that playing
mobile games was a predictor. Another study highlighted that high engagement across a wide
range of video game genres (e.g., casual, shooter, and sport games), referred to as “gaming
versatility” (e.g., the number of different video game genres engaged in), is one of the risk
massively multiplayer online role-playing games (MMORPGs), are potentially considered more
addictive than other gaming genres (e.g., Dauriat et al., 2011; Kuss, Louws, & Wiers, 2012), but
these are the games that are usually played on PCs or gaming consoles rather than on
smartphones. Therefore, the evidence regarding the addictive potential of smartphone gaming is
currently scarce among adult populations in Western cultures, and no scale assesses this type of
However, a recent study observed while depression and anxiety initially positively correlated
with addictive technology use proneness, depression (positively) and anxiety (negatively)
predicted addictive video game playing, according to Andreassen et al. (2016). Regarding stress,
problematic online gaming can be conceptualized as a response to preexisting life stress in the
Based on the study of Kebritchi (2010) poses the concern that games are becoming such
innovative learning tools that teachers may conclude that they don’t need to lecture, and instead
they may “rely on the game and use it as a teaching replacement and not as a supplement”. It is
important to remember that games are supplement teaching tools and teachers ultimately need to